After completing the entity editor, I moved on to the world editor
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- I developed a high-level world editor that describes the physical world, featuring elevation maps, cross-sections for caves, and structures represented as data rather than hard-coded elements.
- Full CLI + MCP support to quickly develop terrain and generate large numbers of structures, rather than placing them manually
- The idea was to provide an easy way to place objects and create terrain so that any modder could easily expand the world, create a cave, and design their own custom city—without any knowledge of level design—simply by bringing their ideas to life. Combined with AI, this will provide a significant boost and allow modders to release their locations much faster.
- Validators ensure the world’s consistency; the world itself will be seamless and free of preloads, offering a continuous experience in a fully open world.
- The world is fully deterministic, allowing you to expand it without fear of breaking previous locations.
- Locations are described by specifications; this simultaneously documents and places objects. The point is not to build a location manually, but to create a composition and establish physical and logical transitions. Any manual placement increases development time and requires additional training for the developer on how to do it correctly.
I'm continuing to work on the world editor for all edge cases and create a user-friendly editor that will work with AI.
Last edited by MoloF; 3 hours ago.